twn_input: singleton rework, twn_control.h and fixes

This commit is contained in:
veclav talica 2024-10-08 10:12:30 +03:00
parent aef3f6444e
commit 0ede612bec
17 changed files with 677 additions and 647 deletions

View File

@ -16,14 +16,17 @@
void handle_input(void)
{
State *state = ctx.udata;
if (ctx.input.mouse_state == 1 && ctx.input.mouse_window_position.y > 60)
if (ctx.mouse_window_position.y <= 60)
return;
if (input_is_action_pressed("add_a_bit"))
{ // Left click
for (int i = 0; i < LEFT_CLICK_ADD; i++)
{
if (state->bunniesCount < MAX_BUNNIES)
{
state->bunnies[state->bunniesCount].position =
(Vec2){(float)ctx.input.mouse_window_position.x, (float)ctx.input.mouse_window_position.y};
state->bunnies[state->bunniesCount].position = input_get_action_position("add_a_bit");
state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0;
state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0;
state->bunnies[state->bunniesCount].color =
@ -33,14 +36,13 @@ void handle_input(void)
}
}
if (ctx.input.mouse_state == 4)
if (input_is_action_pressed("add_a_lot"))
{ // Right click
for (int i = 0; i < RIGHT_CLICK_ADD; i++)
{
if (state->bunniesCount < MAX_BUNNIES)
{
state->bunnies[state->bunniesCount].position =
(Vec2){(float)ctx.input.mouse_window_position.x, (float)ctx.input.mouse_window_position.y};
state->bunnies[state->bunniesCount].position = input_get_action_position("add_a_lot");
state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0;
state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0;
state->bunnies[state->bunniesCount].color =
@ -53,8 +55,7 @@ void handle_input(void)
void game_tick(void)
{
static char bunny_count_text[64];
static char bunny_path[64] = "wabbit_alpha.png";
char bunny_count_text[64];
// State *state = ctx.udata;
if (ctx.initialization_needed)
@ -62,7 +63,12 @@ void game_tick(void)
// Allocating State struct to store data there
if (!ctx.udata)
ctx.udata = ccalloc(1, sizeof(State));
((State *)ctx.udata)->bunniesCount = 0;
input_add_action("add_a_bit");
input_bind_action_control("add_a_bit", CONTROL_LEFT_MOUSE);
input_add_action("add_a_lot");
input_bind_action_control("add_a_lot", CONTROL_RIGHT_MOUSE);
}
State *state = ctx.udata;
@ -90,16 +96,16 @@ void game_tick(void)
for (int i = 0; i < state->bunniesCount; i++)
{ // Draw each bunny based on their position and color, also scale accordingly
m_sprite(m_set(path, bunny_path),
m_sprite(m_set(path, "wabbit_alpha.png"),
m_set(rect, ((Rect){.x = (int)state->bunnies[i].position.x,
.y = (int)state->bunnies[i].position.y,
.w = BUNNY_W * SPRITE_SCALE,
.h = BUNNY_H * SPRITE_SCALE})),
m_opt(color, (state->bunnies[i].color)), m_opt(stretch, true), );
}
// Formatting text to display, might want to add FPS here too
snprintf(bunny_count_text, 64, "Bunnies: %d", state->bunniesCount);
draw_text(bunny_count_text, (Vec2){0, 0}, 40, BLACK, "/fonts/kenney-pixel.ttf");
}

View File

@ -19,7 +19,6 @@ typedef struct State
{
Bunny bunnies[MAX_BUNNIES];
int bunniesCount;
InputState mouse_state;
} State;
#endif

View File

@ -19,44 +19,44 @@ void game_tick(void) {
state->scene = title_scene(state);
}
input_add_action(&ctx.input, "debug_toggle");
input_bind_action_scancode(&ctx.input, "debug_toggle", SCANCODE_BACKSPACE);
input_add_action("debug_toggle");
input_bind_action_control("debug_toggle", CONTROL_BACKSPACE);
input_add_action(&ctx.input, "debug_dump_atlases");
input_bind_action_scancode(&ctx.input, "debug_dump_atlases", SCANCODE_HOME);
input_add_action("debug_dump_atlases");
input_bind_action_control("debug_dump_atlases", CONTROL_HOME);
input_add_action(&ctx.input, "player_left");
input_bind_action_scancode(&ctx.input, "player_left", SCANCODE_A);
input_add_action("player_left");
input_bind_action_control("player_left", CONTROL_A);
input_add_action(&ctx.input, "player_right");
input_bind_action_scancode(&ctx.input, "player_right", SCANCODE_D);
input_add_action("player_right");
input_bind_action_control("player_right", CONTROL_D);
input_add_action(&ctx.input, "player_forward");
input_bind_action_scancode(&ctx.input, "player_forward", SCANCODE_W);
input_add_action("player_forward");
input_bind_action_control("player_forward", CONTROL_W);
input_add_action(&ctx.input, "player_backward");
input_bind_action_scancode(&ctx.input, "player_backward", SCANCODE_S);
input_add_action("player_backward");
input_bind_action_control("player_backward", CONTROL_S);
input_add_action(&ctx.input, "player_jump");
input_bind_action_scancode(&ctx.input, "player_jump", SCANCODE_SPACE);
input_add_action("player_jump");
input_bind_action_control("player_jump", CONTROL_SPACE);
input_add_action(&ctx.input, "player_run");
input_bind_action_scancode(&ctx.input, "player_run", SCANCODE_LSHIFT);
input_add_action("player_run");
input_bind_action_control("player_run", CONTROL_LSHIFT);
input_add_action(&ctx.input, "ui_accept");
input_bind_action_scancode(&ctx.input, "ui_accept", SCANCODE_RETURN);
input_add_action("ui_accept");
input_bind_action_control("ui_accept", CONTROL_RETURN);
input_add_action(&ctx.input, "mouse_capture_toggle");
input_bind_action_scancode(&ctx.input, "mouse_capture_toggle", SCANCODE_ESCAPE);
input_add_action("mouse_capture_toggle");
input_bind_action_control("mouse_capture_toggle", CONTROL_ESCAPE);
}
State *state = ctx.udata;
if (input_is_action_just_pressed(&ctx.input, "debug_toggle")) {
if (input_is_action_just_pressed("debug_toggle")) {
ctx.debug = !ctx.debug;
}
if (input_is_action_just_pressed(&ctx.input, "debug_dump_atlases")) {
if (input_is_action_just_pressed("debug_dump_atlases")) {
textures_dump_atlases();
}

View File

@ -17,22 +17,22 @@ static void update_timers(Player *player) {
}
static void input_move(InputState *input, Player *player) {
static void input_move(Player *player) {
/* apply horizontal damping when the player stops moving */
/* in other words, make it decelerate to a standstill */
if (!input_is_action_pressed(input, "player_left") &&
!input_is_action_pressed(input, "player_right"))
if (!input_is_action_pressed("player_left") &&
!input_is_action_pressed("player_right"))
{
player->dx *= player->horizontal_damping;
}
int input_dir = 0;
if (input_is_action_pressed(input, "player_left"))
if (input_is_action_pressed("player_left"))
input_dir = -1;
if (input_is_action_pressed(input, "player_right"))
if (input_is_action_pressed("player_right"))
input_dir = 1;
if (input_is_action_pressed(input, "player_left") &&
input_is_action_pressed(input, "player_right"))
if (input_is_action_pressed("player_left") &&
input_is_action_pressed("player_right"))
input_dir = 0;
player->dx += (float)input_dir * player->run_horizontal_speed;
@ -53,10 +53,10 @@ static void jump(Player *player) {
}
static void input_jump(InputState *input, Player *player) {
static void input_jump(Player *player) {
player->current_gravity_multiplier = player->jump_default_multiplier;
if (input_is_action_just_pressed(input, "player_jump")) {
if (input_is_action_just_pressed("player_jump")) {
player->jump_air_timer = 0;
player->jump_buffer_timer = player->jump_buffer_ticks;
@ -65,7 +65,7 @@ static void input_jump(InputState *input, Player *player) {
}
}
if (input_is_action_pressed(input, "player_jump")) {
if (input_is_action_pressed("player_jump")) {
if (player->action != PLAYER_ACTION_GROUND && player->jump_air_timer > 0) {
player->current_gravity_multiplier = player->jump_boosted_multiplier;
player->dy += player->jump_force_increase;
@ -284,8 +284,8 @@ void player_destroy(Player *player) {
void player_calc(Player *player) {
update_timers(player);
input_move(&ctx.input, player);
input_jump(&ctx.input, player);
input_move(player);
input_jump(player);
player->rect.x += player->dx;
update_collider_x(player);

View File

@ -16,22 +16,22 @@ static void ingame_tick(State *state) {
const Vec3 right = m_vec_norm(m_vec_cross(scn->cam.target, scn->cam.up));
const float speed = 0.04f; /* TODO: put this in a better place */
if (input_is_action_pressed(&ctx.input, "player_left"))
if (input_is_action_pressed("player_left"))
scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(right, speed));
if (input_is_action_pressed(&ctx.input, "player_right"))
if (input_is_action_pressed("player_right"))
scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(right, speed));
if (input_is_action_pressed(&ctx.input, "player_forward"))
if (input_is_action_pressed("player_forward"))
scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
if (input_is_action_pressed(&ctx.input, "player_backward"))
if (input_is_action_pressed("player_backward"))
scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
if (input_is_action_pressed(&ctx.input, "player_jump"))
if (input_is_action_pressed("player_jump"))
scn->cam.pos.y += speed;
if (input_is_action_pressed(&ctx.input, "player_run"))
if (input_is_action_pressed("player_run"))
scn->cam.pos.y -= speed;
}

View File

@ -14,7 +14,7 @@ static void title_tick(State *state) {
SceneTitle *scn = (SceneTitle *)state->scene;
(void)scn;
if (input_is_action_just_pressed(&state->ctx->input, "ui_accept")) {
if (input_is_action_just_pressed("ui_accept")) {
switch_to(state, ingame_scene);
return;
}

View File

@ -20,44 +20,44 @@ void game_tick(void) {
state->scene = title_scene(state);
}
input_add_action(&ctx.input, "debug_toggle");
input_bind_action_scancode(&ctx.input, "debug_toggle", SCANCODE_BACKSPACE);
input_add_action("debug_toggle");
input_bind_action_control("debug_toggle", CONTROL_BACKSPACE);
input_add_action(&ctx.input, "debug_dump_atlases");
input_bind_action_scancode(&ctx.input, "debug_dump_atlases", SCANCODE_HOME);
input_add_action("debug_dump_atlases");
input_bind_action_control("debug_dump_atlases", CONTROL_HOME);
input_add_action(&ctx.input, "player_left");
input_bind_action_scancode(&ctx.input, "player_left", SCANCODE_A);
input_add_action("player_left");
input_bind_action_control("player_left", CONTROL_A);
input_add_action(&ctx.input, "player_right");
input_bind_action_scancode(&ctx.input, "player_right", SCANCODE_D);
input_add_action("player_right");
input_bind_action_control("player_right", CONTROL_D);
input_add_action(&ctx.input, "player_forward");
input_bind_action_scancode(&ctx.input, "player_forward", SCANCODE_W);
input_add_action("player_forward");
input_bind_action_control("player_forward", CONTROL_W);
input_add_action(&ctx.input, "player_backward");
input_bind_action_scancode(&ctx.input, "player_backward", SCANCODE_S);
input_add_action("player_backward");
input_bind_action_control("player_backward", CONTROL_S);
input_add_action(&ctx.input, "player_jump");
input_bind_action_scancode(&ctx.input, "player_jump", SCANCODE_SPACE);
input_add_action("player_jump");
input_bind_action_control("player_jump", CONTROL_SPACE);
input_add_action(&ctx.input, "player_run");
input_bind_action_scancode(&ctx.input, "player_run", SCANCODE_LSHIFT);
input_add_action("player_run");
input_bind_action_control("player_run", CONTROL_LSHIFT);
input_add_action(&ctx.input, "ui_accept");
input_bind_action_scancode(&ctx.input, "ui_accept", SCANCODE_RETURN);
input_add_action("ui_accept");
input_bind_action_control("ui_accept", CONTROL_RETURN);
input_add_action(&ctx.input, "mouse_capture_toggle");
input_bind_action_scancode(&ctx.input, "mouse_capture_toggle", SCANCODE_ESCAPE);
input_add_action("mouse_capture_toggle");
input_bind_action_control("mouse_capture_toggle", CONTROL_ESCAPE);
}
State *state = ctx.udata;
if (input_is_action_just_pressed(&ctx.input, "debug_toggle")) {
if (input_is_action_just_pressed("debug_toggle")) {
ctx.debug = !ctx.debug;
}
if (input_is_action_just_pressed(&ctx.input, "debug_dump_atlases")) {
if (input_is_action_just_pressed("debug_dump_atlases")) {
textures_dump_atlases();
}

View File

@ -15,10 +15,10 @@
static void ingame_tick(State *state) {
SceneIngame *scn = (SceneIngame *)state->scene;
if (input_is_mouse_captured(&ctx.input)) {
if (input_is_mouse_captured()) {
const float sensitivity = 0.6f; /* TODO: put this in a better place */
scn->yaw += (float)ctx.input.mouse_relative_position.x * sensitivity;
scn->pitch -= (float)ctx.input.mouse_relative_position.y * sensitivity;
scn->yaw += (float)ctx.mouse_relative_position.x * sensitivity;
scn->pitch -= (float)ctx.mouse_relative_position.y * sensitivity;
scn->pitch = clampf(scn->pitch, -89.0f, 89.0f);
const float yaw_rad = scn->yaw * (float)DEG2RAD;
@ -33,27 +33,27 @@ static void ingame_tick(State *state) {
const Vec3 right = m_vec_norm(m_vec_cross(scn->cam.target, scn->cam.up));
const float speed = 0.04f; /* TODO: put this in a better place */
if (input_is_action_pressed(&ctx.input, "player_left"))
if (input_is_action_pressed("player_left"))
scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(right, speed));
if (input_is_action_pressed(&ctx.input, "player_right"))
if (input_is_action_pressed("player_right"))
scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(right, speed));
if (input_is_action_pressed(&ctx.input, "player_forward"))
if (input_is_action_pressed("player_forward"))
scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
if (input_is_action_pressed(&ctx.input, "player_backward"))
if (input_is_action_pressed("player_backward"))
scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
if (input_is_action_pressed(&ctx.input, "player_jump"))
if (input_is_action_pressed("player_jump"))
scn->cam.pos.y += speed;
if (input_is_action_pressed(&ctx.input, "player_run"))
if (input_is_action_pressed("player_run"))
scn->cam.pos.y -= speed;
/* toggle mouse capture with end key */
if (input_is_action_just_pressed(&ctx.input, "mouse_capture_toggle")) {
input_set_mouse_captured(&ctx.input, !input_is_mouse_captured(&ctx.input));
if (input_is_action_just_pressed("mouse_capture_toggle")) {
input_set_mouse_captured(!input_is_mouse_captured());
}
draw_camera(&scn->cam);
@ -111,7 +111,7 @@ Scene *ingame_scene(State *state) {
m_opt(channel, "soundtrack"),
m_opt(repeat, true));
input_set_mouse_captured(&ctx.input, true);
input_set_mouse_captured(true);
return (Scene *)new_scene;
}

View File

@ -11,7 +11,7 @@ static void title_tick(State *state) {
SceneTitle *scn = (SceneTitle *)state->scene;
(void)scn;
if (input_is_action_just_pressed(&state->ctx->input, "ui_accept")) {
if (input_is_action_just_pressed("ui_accept")) {
switch_to(state, ingame_scene);
return;
}

View File

@ -8,12 +8,20 @@
#include <stdint.h>
/* context that is valid for current frame */
/* changes to it should not have an effect, unless specified */
/* TODO: ensure the statement above */
typedef struct Context {
InputState input;
/* you may read from and write to these from game code */
void *udata;
/* TODO: is it what we actually want? */
int64_t delta_time; /* preserves real time frame delta with no manipilation */
uint64_t tick_count;
Vec2i mouse_window_position;
Vec2i mouse_relative_position;
/* set just once on startup */
uint64_t random_seed;
@ -21,14 +29,13 @@ typedef struct Context {
/* use it to simulate low framerate (e.g. at 60 tps, set to 2 for 30 fps) */
/* it can be changed at runtime; any resulting logic anomalies are bugs */
unsigned int update_multiplicity;
/* TODO: use Vec2i? */
int window_w;
int window_h;
int base_draw_w;
int base_draw_h;
/* you may read from and write to these from game code */
void *udata;
bool debug;
bool is_running;
bool window_size_has_changed;

433
include/twn_control.h Normal file
View File

@ -0,0 +1,433 @@
#ifndef TWN_CONTROL_H
#define TWN_CONTROL_H
/*
Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/* based on SDL2 */
/* main difference is that we combine mouse and scancode sources into one enum space */
typedef enum
{
CONTROL_SCANCODE_START = 0,
CONTROL_UNKNOWN = 0,
/**
* \name Usage page 0x07
*
* These values are from usage page 0x07 (USB keyboard page).
*/
/* @{ */
CONTROL_A = 4,
CONTROL_B = 5,
CONTROL_C = 6,
CONTROL_D = 7,
CONTROL_E = 8,
CONTROL_F = 9,
CONTROL_G = 10,
CONTROL_H = 11,
CONTROL_I = 12,
CONTROL_J = 13,
CONTROL_K = 14,
CONTROL_L = 15,
CONTROL_M = 16,
CONTROL_N = 17,
CONTROL_O = 18,
CONTROL_P = 19,
CONTROL_Q = 20,
CONTROL_R = 21,
CONTROL_S = 22,
CONTROL_T = 23,
CONTROL_U = 24,
CONTROL_V = 25,
CONTROL_W = 26,
CONTROL_X = 27,
CONTROL_Y = 28,
CONTROL_Z = 29,
CONTROL_1 = 30,
CONTROL_2 = 31,
CONTROL_3 = 32,
CONTROL_4 = 33,
CONTROL_5 = 34,
CONTROL_6 = 35,
CONTROL_7 = 36,
CONTROL_8 = 37,
CONTROL_9 = 38,
CONTROL_0 = 39,
CONTROL_RETURN = 40,
CONTROL_ESCAPE = 41,
CONTROL_BACKSPACE = 42,
CONTROL_TAB = 43,
CONTROL_SPACE = 44,
CONTROL_MINUS = 45,
CONTROL_EQUALS = 46,
CONTROL_LEFTBRACKET = 47,
CONTROL_RIGHTBRACKET = 48,
CONTROL_BACKSLASH = 49, /**< Located at the lower left of the return
* key on ISO keyboards and at the right end
* of the QWERTY row on ANSI keyboards.
* Produces REVERSE SOLIDUS (backslash) and
* VERTICAL LINE in a US layout, REVERSE
* SOLIDUS and VERTICAL LINE in a UK Mac
* layout, NUMBER SIGN and TILDE in a UK
* Windows layout, DOLLAR SIGN and POUND SIGN
* in a Swiss German layout, NUMBER SIGN and
* APOSTROPHE in a German layout, GRAVE
* ACCENT and POUND SIGN in a French Mac
* layout, and ASTERISK and MICRO SIGN in a
* French Windows layout.
*/
CONTROL_NONUSHASH = 50, /**< ISO USB keyboards actually use this code
* instead of 49 for the same key, but all
* OSes I've seen treat the two codes
* identically. So, as an implementor, unless
* your keyboard generates both of those
* codes and your OS treats them differently,
* you should generate CONTROL_BACKSLASH
* instead of this code. As a user, you
* should not rely on this code because SDL
* will never generate it with most (all?)
* keyboards.
*/
CONTROL_SEMICOLON = 51,
CONTROL_APOSTROPHE = 52,
CONTROL_GRAVE = 53, /**< Located in the top left corner (on both ANSI
* and ISO keyboards). Produces GRAVE ACCENT and
* TILDE in a US Windows layout and in US and UK
* Mac layouts on ANSI keyboards, GRAVE ACCENT
* and NOT SIGN in a UK Windows layout, SECTION
* SIGN and PLUS-MINUS SIGN in US and UK Mac
* layouts on ISO keyboards, SECTION SIGN and
* DEGREE SIGN in a Swiss German layout (Mac:
* only on ISO keyboards), CIRCUMFLEX ACCENT and
* DEGREE SIGN in a German layout (Mac: only on
* ISO keyboards), SUPERSCRIPT TWO and TILDE in a
* French Windows layout, COMMERCIAL AT and
* NUMBER SIGN in a French Mac layout on ISO
* keyboards, and LESS-THAN SIGN and GREATER-THAN
* SIGN in a Swiss German, German, or French Mac
* layout on ANSI keyboards.
*/
CONTROL_COMMA = 54,
CONTROL_PERIOD = 55,
CONTROL_SLASH = 56,
CONTROL_CAPSLOCK = 57,
CONTROL_F1 = 58,
CONTROL_F2 = 59,
CONTROL_F3 = 60,
CONTROL_F4 = 61,
CONTROL_F5 = 62,
CONTROL_F6 = 63,
CONTROL_F7 = 64,
CONTROL_F8 = 65,
CONTROL_F9 = 66,
CONTROL_F10 = 67,
CONTROL_F11 = 68,
CONTROL_F12 = 69,
CONTROL_PRINTSCREEN = 70,
CONTROL_SCROLLLOCK = 71,
CONTROL_PAUSE = 72,
CONTROL_INSERT = 73, /**< insert on PC, help on some Mac keyboards (but
does send code 73, not 117) */
CONTROL_HOME = 74,
CONTROL_PAGEUP = 75,
CONTROL_DELETE = 76,
CONTROL_END = 77,
CONTROL_PAGEDOWN = 78,
CONTROL_RIGHT = 79,
CONTROL_LEFT = 80,
CONTROL_DOWN = 81,
CONTROL_UP = 82,
CONTROL_NUMLOCKCLEAR = 83, /**< num lock on PC, clear on Mac keyboards
*/
CONTROL_KP_DIVIDE = 84,
CONTROL_KP_MULTIPLY = 85,
CONTROL_KP_MINUS = 86,
CONTROL_KP_PLUS = 87,
CONTROL_KP_ENTER = 88,
CONTROL_KP_1 = 89,
CONTROL_KP_2 = 90,
CONTROL_KP_3 = 91,
CONTROL_KP_4 = 92,
CONTROL_KP_5 = 93,
CONTROL_KP_6 = 94,
CONTROL_KP_7 = 95,
CONTROL_KP_8 = 96,
CONTROL_KP_9 = 97,
CONTROL_KP_0 = 98,
CONTROL_KP_PERIOD = 99,
CONTROL_NONUSBACKSLASH = 100, /**< This is the additional key that ISO
* keyboards have over ANSI ones,
* located between left shift and Y.
* Produces GRAVE ACCENT and TILDE in a
* US or UK Mac layout, REVERSE SOLIDUS
* (backslash) and VERTICAL LINE in a
* US or UK Windows layout, and
* LESS-THAN SIGN and GREATER-THAN SIGN
* in a Swiss German, German, or French
* layout. */
CONTROL_APPLICATION = 101, /**< windows contextual menu, compose */
CONTROL_POWER = 102, /**< The USB document says this is a status flag,
* not a physical key - but some Mac keyboards
* do have a power key. */
CONTROL_KP_EQUALS = 103,
CONTROL_F13 = 104,
CONTROL_F14 = 105,
CONTROL_F15 = 106,
CONTROL_F16 = 107,
CONTROL_F17 = 108,
CONTROL_F18 = 109,
CONTROL_F19 = 110,
CONTROL_F20 = 111,
CONTROL_F21 = 112,
CONTROL_F22 = 113,
CONTROL_F23 = 114,
CONTROL_F24 = 115,
CONTROL_EXECUTE = 116,
CONTROL_HELP = 117, /**< AL Integrated Help Center */
CONTROL_MENU = 118, /**< Menu (show menu) */
CONTROL_SELECT = 119,
CONTROL_STOP = 120, /**< AC Stop */
CONTROL_AGAIN = 121, /**< AC Redo/Repeat */
CONTROL_UNDO = 122, /**< AC Undo */
CONTROL_CUT = 123, /**< AC Cut */
CONTROL_COPY = 124, /**< AC Copy */
CONTROL_PASTE = 125, /**< AC Paste */
CONTROL_FIND = 126, /**< AC Find */
CONTROL_MUTE = 127,
CONTROL_VOLUMEUP = 128,
CONTROL_VOLUMEDOWN = 129,
/* not sure whether there's a reason to enable these */
/* CONTROL_LOCKINGCAPSLOCK = 130, */
/* CONTROL_LOCKINGNUMLOCK = 131, */
/* CONTROL_LOCKINGSCROLLLOCK = 132, */
CONTROL_KP_COMMA = 133,
CONTROL_KP_EQUALSAS400 = 134,
CONTROL_INTERNATIONAL1 = 135, /**< used on Asian keyboards, see
footnotes in USB doc */
CONTROL_INTERNATIONAL2 = 136,
CONTROL_INTERNATIONAL3 = 137, /**< Yen */
CONTROL_INTERNATIONAL4 = 138,
CONTROL_INTERNATIONAL5 = 139,
CONTROL_INTERNATIONAL6 = 140,
CONTROL_INTERNATIONAL7 = 141,
CONTROL_INTERNATIONAL8 = 142,
CONTROL_INTERNATIONAL9 = 143,
CONTROL_LANG1 = 144, /**< Hangul/English toggle */
CONTROL_LANG2 = 145, /**< Hanja conversion */
CONTROL_LANG3 = 146, /**< Katakana */
CONTROL_LANG4 = 147, /**< Hiragana */
CONTROL_LANG5 = 148, /**< Zenkaku/Hankaku */
CONTROL_LANG6 = 149, /**< reserved */
CONTROL_LANG7 = 150, /**< reserved */
CONTROL_LANG8 = 151, /**< reserved */
CONTROL_LANG9 = 152, /**< reserved */
CONTROL_ALTERASE = 153, /**< Erase-Eaze */
CONTROL_SYSREQ = 154,
CONTROL_CANCEL = 155, /**< AC Cancel */
CONTROL_CLEAR = 156,
CONTROL_PRIOR = 157,
CONTROL_RETURN2 = 158,
CONTROL_SEPARATOR = 159,
CONTROL_OUT = 160,
CONTROL_OPER = 161,
CONTROL_CLEARAGAIN = 162,
CONTROL_CRSEL = 163,
CONTROL_EXSEL = 164,
CONTROL_KP_00 = 176,
CONTROL_KP_000 = 177,
CONTROL_THOUSANDSSEPARATOR = 178,
CONTROL_DECIMALSEPARATOR = 179,
CONTROL_CURRENCYUNIT = 180,
CONTROL_CURRENCYSUBUNIT = 181,
CONTROL_KP_LEFTPAREN = 182,
CONTROL_KP_RIGHTPAREN = 183,
CONTROL_KP_LEFTBRACE = 184,
CONTROL_KP_RIGHTBRACE = 185,
CONTROL_KP_TAB = 186,
CONTROL_KP_BACKSPACE = 187,
CONTROL_KP_A = 188,
CONTROL_KP_B = 189,
CONTROL_KP_C = 190,
CONTROL_KP_D = 191,
CONTROL_KP_E = 192,
CONTROL_KP_F = 193,
CONTROL_KP_XOR = 194,
CONTROL_KP_POWER = 195,
CONTROL_KP_PERCENT = 196,
CONTROL_KP_LESS = 197,
CONTROL_KP_GREATER = 198,
CONTROL_KP_AMPERSAND = 199,
CONTROL_KP_DBLAMPERSAND = 200,
CONTROL_KP_VERTICALBAR = 201,
CONTROL_KP_DBLVERTICALBAR = 202,
CONTROL_KP_COLON = 203,
CONTROL_KP_HASH = 204,
CONTROL_KP_SPACE = 205,
CONTROL_KP_AT = 206,
CONTROL_KP_EXCLAM = 207,
CONTROL_KP_MEMSTORE = 208,
CONTROL_KP_MEMRECALL = 209,
CONTROL_KP_MEMCLEAR = 210,
CONTROL_KP_MEMADD = 211,
CONTROL_KP_MEMSUBTRACT = 212,
CONTROL_KP_MEMMULTIPLY = 213,
CONTROL_KP_MEMDIVIDE = 214,
CONTROL_KP_PLUSMINUS = 215,
CONTROL_KP_CLEAR = 216,
CONTROL_KP_CLEARENTRY = 217,
CONTROL_KP_BINARY = 218,
CONTROL_KP_OCTAL = 219,
CONTROL_KP_DECIMAL = 220,
CONTROL_KP_HEXADECIMAL = 221,
CONTROL_LCTRL = 224,
CONTROL_LSHIFT = 225,
CONTROL_LALT = 226, /**< alt, option */
CONTROL_LGUI = 227, /**< windows, command (apple), meta */
CONTROL_RCTRL = 228,
CONTROL_RSHIFT = 229,
CONTROL_RALT = 230, /**< alt gr, option */
CONTROL_RGUI = 231, /**< windows, command (apple), meta */
CONTROL_MODE = 257, /**< I'm not sure if this is really not covered
* by any of the above, but since there's a
* special KMOD_MODE for it I'm adding it here
*/
/* @} *//* Usage page 0x07 */
/**
* \name Usage page 0x0C
*
* These values are mapped from usage page 0x0C (USB consumer page).
* See https://usb.org/sites/default/files/hut1_2.pdf
*
* There are way more keys in the spec than we can represent in the
* current scancode range, so pick the ones that commonly come up in
* real world usage.
*/
/* @{ */
CONTROL_AUDIONEXT = 258,
CONTROL_AUDIOPREV = 259,
CONTROL_AUDIOSTOP = 260,
CONTROL_AUDIOPLAY = 261,
CONTROL_AUDIOMUTE = 262,
CONTROL_MEDIASELECT = 263,
CONTROL_WWW = 264, /**< AL Internet Browser */
CONTROL_MAIL = 265,
CONTROL_CALCULATOR = 266, /**< AL Calculator */
CONTROL_COMPUTER = 267,
CONTROL_AC_SEARCH = 268, /**< AC Search */
CONTROL_AC_HOME = 269, /**< AC Home */
CONTROL_AC_BACK = 270, /**< AC Back */
CONTROL_AC_FORWARD = 271, /**< AC Forward */
CONTROL_AC_STOP = 272, /**< AC Stop */
CONTROL_AC_REFRESH = 273, /**< AC Refresh */
CONTROL_AC_BOOKMARKS = 274, /**< AC Bookmarks */
/* @} *//* Usage page 0x0C */
/**
* \name Walther keys
*
* These are values that Christian Walther added (for mac keyboard?).
*/
/* @{ */
CONTROL_BRIGHTNESSDOWN = 275,
CONTROL_BRIGHTNESSUP = 276,
CONTROL_DISPLAYSWITCH = 277, /**< display mirroring/dual display
switch, video mode switch */
CONTROL_KBDILLUMTOGGLE = 278,
CONTROL_KBDILLUMDOWN = 279,
CONTROL_KBDILLUMUP = 280,
CONTROL_EJECT = 281,
CONTROL_SLEEP = 282, /**< SC System Sleep */
CONTROL_APP1 = 283,
CONTROL_APP2 = 284,
/* @} *//* Walther keys */
/**
* \name Usage page 0x0C (additional media keys)
*
* These values are mapped from usage page 0x0C (USB consumer page).
*/
/* @{ */
CONTROL_AUDIOREWIND = 285,
CONTROL_AUDIOFASTFORWARD = 286,
/* @} *//* Usage page 0x0C (additional media keys) */
/**
* \name Mobile keys
*
* These are values that are often used on mobile phones.
*/
/* @{ */
CONTROL_SOFTLEFT = 287, /**< Usually situated below the display on phones and
used as a multi-function feature key for selecting
a software defined function shown on the bottom left
of the display. */
CONTROL_SOFTRIGHT = 288, /**< Usually situated below the display on phones and
used as a multi-function feature key for selecting
a software defined function shown on the bottom right
of the display. */
CONTROL_CALL = 289, /**< Used for accepting phone calls. */
CONTROL_ENDCALL = 290, /**< Used for rejecting phone calls. */
/* @} *//* Mobile keys */
/* Add any other keys here. */
CONTROL_SCANCODE_LIMIT = 512, /**< not a key, just marks the number of scancodes
for array bounds */
CONTROL_MOUSECODE_START = 512,
CONTROL_LEFT_MOUSE = 513,
CONTROL_RIGHT_MOUSE = 515,
CONTROL_MIDDLE_MOUSE = 514,
CONTROL_X1 = 516,
CONTROL_X2 = 517,
CONTROL_MOUSECODE_LIMIT = 532,
} Control;
#endif

View File

@ -4,87 +4,26 @@
#include "twn_config.h"
#include "twn_types.h"
#include "twn_engine_api.h"
#include "twn_scancode.h"
#include "twn_control.h"
#include <stdint.h>
#include <stdbool.h>
#include <stddef.h>
typedef enum ButtonSource {
BUTTON_SOURCE_NOT_SET,
BUTTON_SOURCE_KEYBOARD_PHYSICAL,
BUTTON_SOURCE_KEYBOARD_CHARACTER,
BUTTON_SOURCE_GAMEPAD,
BUTTON_SOURCE_MOUSE,
} ButtonSource;
TWN_API void input_bind_action_control(const char *action_name, Control control);
TWN_API void input_unbind_action_control(const char *action_name, Control control);
/* internal */
typedef struct Button Button;
TWN_API void input_add_action(const char *action_name);
TWN_API void input_delete_action(const char *action_name);
TWN_API bool input_is_action_pressed(const char *action_name);
TWN_API bool input_is_action_just_pressed(const char *action_name);
TWN_API bool input_is_action_just_released(const char *action_name);
/* represents the collective state of a group of buttons */
/* that is, changes in the states of any of the bound buttons will affect it */
typedef struct Action {
size_t num_bindings;
TWN_API Vec2 input_get_action_position(const char *action_name);
/* if you bind more than the number set in the configuration file */
/* it forgets the first Button to add the new one at the end */
Button *bindings;
Vec2 position; /* set if applicable, e.g. mouse click */
bool is_pressed;
bool just_changed;
} Action;
typedef struct ActionHashItem {
char *key;
Action value;
} ActionHashItem;
/* TODO: don't assume SDL button mask */
typedef struct InputState {
uint32_t mouse_state; /* SDL mouse button bitmask */
Vec2i mouse_window_position;
Vec2i mouse_relative_position;
ButtonSource last_active_source;
bool is_anything_just_pressed;
/* engine state */
ActionHashItem *action_hash;
const uint8_t *keyboard_state; /* array of booleans indexed by scancode */
} InputState;
TWN_API void input_state_init(InputState *input);
TWN_API void input_state_deinit(InputState *input);
TWN_API void input_state_update(InputState *input);
TWN_API void input_bind_action_scancode(InputState *input,
char *action_name,
Scancode scancode);
TWN_API void input_unbind_action_scancode(InputState *input,
char *action_name,
Scancode scancode);
TWN_API void input_bind_action_mouse(InputState *input,
char *action_name,
uint8_t mouse_button);
TWN_API void input_unbind_action_mouse(InputState *input,
char *action_name,
uint8_t mouse_button);
TWN_API void input_add_action(InputState *input, char *action_name);
TWN_API void input_delete_action(InputState *input, char *action_name);
TWN_API bool input_is_action_pressed(InputState *input, char *action_name);
TWN_API bool input_is_action_just_pressed(InputState *input, char *action_name);
TWN_API bool input_is_action_just_released(InputState *input, char *action_name);
TWN_API Vec2 input_get_action_position(InputState *input, char *action_name);
TWN_API void input_set_mouse_captured(InputState *input, bool value);
TWN_API bool input_is_mouse_captured(InputState *input);
TWN_API void input_set_mouse_captured(bool enabled);
TWN_API bool input_is_mouse_captured(void);
#endif

View File

@ -1,420 +0,0 @@
#ifndef TWN_SCANCODE_H
#define TWN_SCANCODE_H
/*
Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/* based on SDL2 */
typedef enum
{
SCANCODE_UNKNOWN = 0,
/**
* \name Usage page 0x07
*
* These values are from usage page 0x07 (USB keyboard page).
*/
/* @{ */
SCANCODE_A = 4,
SCANCODE_B = 5,
SCANCODE_C = 6,
SCANCODE_D = 7,
SCANCODE_E = 8,
SCANCODE_F = 9,
SCANCODE_G = 10,
SCANCODE_H = 11,
SCANCODE_I = 12,
SCANCODE_J = 13,
SCANCODE_K = 14,
SCANCODE_L = 15,
SCANCODE_M = 16,
SCANCODE_N = 17,
SCANCODE_O = 18,
SCANCODE_P = 19,
SCANCODE_Q = 20,
SCANCODE_R = 21,
SCANCODE_S = 22,
SCANCODE_T = 23,
SCANCODE_U = 24,
SCANCODE_V = 25,
SCANCODE_W = 26,
SCANCODE_X = 27,
SCANCODE_Y = 28,
SCANCODE_Z = 29,
SCANCODE_1 = 30,
SCANCODE_2 = 31,
SCANCODE_3 = 32,
SCANCODE_4 = 33,
SCANCODE_5 = 34,
SCANCODE_6 = 35,
SCANCODE_7 = 36,
SCANCODE_8 = 37,
SCANCODE_9 = 38,
SCANCODE_0 = 39,
SCANCODE_RETURN = 40,
SCANCODE_ESCAPE = 41,
SCANCODE_BACKSPACE = 42,
SCANCODE_TAB = 43,
SCANCODE_SPACE = 44,
SCANCODE_MINUS = 45,
SCANCODE_EQUALS = 46,
SCANCODE_LEFTBRACKET = 47,
SCANCODE_RIGHTBRACKET = 48,
SCANCODE_BACKSLASH = 49, /**< Located at the lower left of the return
* key on ISO keyboards and at the right end
* of the QWERTY row on ANSI keyboards.
* Produces REVERSE SOLIDUS (backslash) and
* VERTICAL LINE in a US layout, REVERSE
* SOLIDUS and VERTICAL LINE in a UK Mac
* layout, NUMBER SIGN and TILDE in a UK
* Windows layout, DOLLAR SIGN and POUND SIGN
* in a Swiss German layout, NUMBER SIGN and
* APOSTROPHE in a German layout, GRAVE
* ACCENT and POUND SIGN in a French Mac
* layout, and ASTERISK and MICRO SIGN in a
* French Windows layout.
*/
SCANCODE_NONUSHASH = 50, /**< ISO USB keyboards actually use this code
* instead of 49 for the same key, but all
* OSes I've seen treat the two codes
* identically. So, as an implementor, unless
* your keyboard generates both of those
* codes and your OS treats them differently,
* you should generate SCANCODE_BACKSLASH
* instead of this code. As a user, you
* should not rely on this code because SDL
* will never generate it with most (all?)
* keyboards.
*/
SCANCODE_SEMICOLON = 51,
SCANCODE_APOSTROPHE = 52,
SCANCODE_GRAVE = 53, /**< Located in the top left corner (on both ANSI
* and ISO keyboards). Produces GRAVE ACCENT and
* TILDE in a US Windows layout and in US and UK
* Mac layouts on ANSI keyboards, GRAVE ACCENT
* and NOT SIGN in a UK Windows layout, SECTION
* SIGN and PLUS-MINUS SIGN in US and UK Mac
* layouts on ISO keyboards, SECTION SIGN and
* DEGREE SIGN in a Swiss German layout (Mac:
* only on ISO keyboards), CIRCUMFLEX ACCENT and
* DEGREE SIGN in a German layout (Mac: only on
* ISO keyboards), SUPERSCRIPT TWO and TILDE in a
* French Windows layout, COMMERCIAL AT and
* NUMBER SIGN in a French Mac layout on ISO
* keyboards, and LESS-THAN SIGN and GREATER-THAN
* SIGN in a Swiss German, German, or French Mac
* layout on ANSI keyboards.
*/
SCANCODE_COMMA = 54,
SCANCODE_PERIOD = 55,
SCANCODE_SLASH = 56,
SCANCODE_CAPSLOCK = 57,
SCANCODE_F1 = 58,
SCANCODE_F2 = 59,
SCANCODE_F3 = 60,
SCANCODE_F4 = 61,
SCANCODE_F5 = 62,
SCANCODE_F6 = 63,
SCANCODE_F7 = 64,
SCANCODE_F8 = 65,
SCANCODE_F9 = 66,
SCANCODE_F10 = 67,
SCANCODE_F11 = 68,
SCANCODE_F12 = 69,
SCANCODE_PRINTSCREEN = 70,
SCANCODE_SCROLLLOCK = 71,
SCANCODE_PAUSE = 72,
SCANCODE_INSERT = 73, /**< insert on PC, help on some Mac keyboards (but
does send code 73, not 117) */
SCANCODE_HOME = 74,
SCANCODE_PAGEUP = 75,
SCANCODE_DELETE = 76,
SCANCODE_END = 77,
SCANCODE_PAGEDOWN = 78,
SCANCODE_RIGHT = 79,
SCANCODE_LEFT = 80,
SCANCODE_DOWN = 81,
SCANCODE_UP = 82,
SCANCODE_NUMLOCKCLEAR = 83, /**< num lock on PC, clear on Mac keyboards
*/
SCANCODE_KP_DIVIDE = 84,
SCANCODE_KP_MULTIPLY = 85,
SCANCODE_KP_MINUS = 86,
SCANCODE_KP_PLUS = 87,
SCANCODE_KP_ENTER = 88,
SCANCODE_KP_1 = 89,
SCANCODE_KP_2 = 90,
SCANCODE_KP_3 = 91,
SCANCODE_KP_4 = 92,
SCANCODE_KP_5 = 93,
SCANCODE_KP_6 = 94,
SCANCODE_KP_7 = 95,
SCANCODE_KP_8 = 96,
SCANCODE_KP_9 = 97,
SCANCODE_KP_0 = 98,
SCANCODE_KP_PERIOD = 99,
SCANCODE_NONUSBACKSLASH = 100, /**< This is the additional key that ISO
* keyboards have over ANSI ones,
* located between left shift and Y.
* Produces GRAVE ACCENT and TILDE in a
* US or UK Mac layout, REVERSE SOLIDUS
* (backslash) and VERTICAL LINE in a
* US or UK Windows layout, and
* LESS-THAN SIGN and GREATER-THAN SIGN
* in a Swiss German, German, or French
* layout. */
SCANCODE_APPLICATION = 101, /**< windows contextual menu, compose */
SCANCODE_POWER = 102, /**< The USB document says this is a status flag,
* not a physical key - but some Mac keyboards
* do have a power key. */
SCANCODE_KP_EQUALS = 103,
SCANCODE_F13 = 104,
SCANCODE_F14 = 105,
SCANCODE_F15 = 106,
SCANCODE_F16 = 107,
SCANCODE_F17 = 108,
SCANCODE_F18 = 109,
SCANCODE_F19 = 110,
SCANCODE_F20 = 111,
SCANCODE_F21 = 112,
SCANCODE_F22 = 113,
SCANCODE_F23 = 114,
SCANCODE_F24 = 115,
SCANCODE_EXECUTE = 116,
SCANCODE_HELP = 117, /**< AL Integrated Help Center */
SCANCODE_MENU = 118, /**< Menu (show menu) */
SCANCODE_SELECT = 119,
SCANCODE_STOP = 120, /**< AC Stop */
SCANCODE_AGAIN = 121, /**< AC Redo/Repeat */
SCANCODE_UNDO = 122, /**< AC Undo */
SCANCODE_CUT = 123, /**< AC Cut */
SCANCODE_COPY = 124, /**< AC Copy */
SCANCODE_PASTE = 125, /**< AC Paste */
SCANCODE_FIND = 126, /**< AC Find */
SCANCODE_MUTE = 127,
SCANCODE_VOLUMEUP = 128,
SCANCODE_VOLUMEDOWN = 129,
/* not sure whether there's a reason to enable these */
/* SCANCODE_LOCKINGCAPSLOCK = 130, */
/* SCANCODE_LOCKINGNUMLOCK = 131, */
/* SCANCODE_LOCKINGSCROLLLOCK = 132, */
SCANCODE_KP_COMMA = 133,
SCANCODE_KP_EQUALSAS400 = 134,
SCANCODE_INTERNATIONAL1 = 135, /**< used on Asian keyboards, see
footnotes in USB doc */
SCANCODE_INTERNATIONAL2 = 136,
SCANCODE_INTERNATIONAL3 = 137, /**< Yen */
SCANCODE_INTERNATIONAL4 = 138,
SCANCODE_INTERNATIONAL5 = 139,
SCANCODE_INTERNATIONAL6 = 140,
SCANCODE_INTERNATIONAL7 = 141,
SCANCODE_INTERNATIONAL8 = 142,
SCANCODE_INTERNATIONAL9 = 143,
SCANCODE_LANG1 = 144, /**< Hangul/English toggle */
SCANCODE_LANG2 = 145, /**< Hanja conversion */
SCANCODE_LANG3 = 146, /**< Katakana */
SCANCODE_LANG4 = 147, /**< Hiragana */
SCANCODE_LANG5 = 148, /**< Zenkaku/Hankaku */
SCANCODE_LANG6 = 149, /**< reserved */
SCANCODE_LANG7 = 150, /**< reserved */
SCANCODE_LANG8 = 151, /**< reserved */
SCANCODE_LANG9 = 152, /**< reserved */
SCANCODE_ALTERASE = 153, /**< Erase-Eaze */
SCANCODE_SYSREQ = 154,
SCANCODE_CANCEL = 155, /**< AC Cancel */
SCANCODE_CLEAR = 156,
SCANCODE_PRIOR = 157,
SCANCODE_RETURN2 = 158,
SCANCODE_SEPARATOR = 159,
SCANCODE_OUT = 160,
SCANCODE_OPER = 161,
SCANCODE_CLEARAGAIN = 162,
SCANCODE_CRSEL = 163,
SCANCODE_EXSEL = 164,
SCANCODE_KP_00 = 176,
SCANCODE_KP_000 = 177,
SCANCODE_THOUSANDSSEPARATOR = 178,
SCANCODE_DECIMALSEPARATOR = 179,
SCANCODE_CURRENCYUNIT = 180,
SCANCODE_CURRENCYSUBUNIT = 181,
SCANCODE_KP_LEFTPAREN = 182,
SCANCODE_KP_RIGHTPAREN = 183,
SCANCODE_KP_LEFTBRACE = 184,
SCANCODE_KP_RIGHTBRACE = 185,
SCANCODE_KP_TAB = 186,
SCANCODE_KP_BACKSPACE = 187,
SCANCODE_KP_A = 188,
SCANCODE_KP_B = 189,
SCANCODE_KP_C = 190,
SCANCODE_KP_D = 191,
SCANCODE_KP_E = 192,
SCANCODE_KP_F = 193,
SCANCODE_KP_XOR = 194,
SCANCODE_KP_POWER = 195,
SCANCODE_KP_PERCENT = 196,
SCANCODE_KP_LESS = 197,
SCANCODE_KP_GREATER = 198,
SCANCODE_KP_AMPERSAND = 199,
SCANCODE_KP_DBLAMPERSAND = 200,
SCANCODE_KP_VERTICALBAR = 201,
SCANCODE_KP_DBLVERTICALBAR = 202,
SCANCODE_KP_COLON = 203,
SCANCODE_KP_HASH = 204,
SCANCODE_KP_SPACE = 205,
SCANCODE_KP_AT = 206,
SCANCODE_KP_EXCLAM = 207,
SCANCODE_KP_MEMSTORE = 208,
SCANCODE_KP_MEMRECALL = 209,
SCANCODE_KP_MEMCLEAR = 210,
SCANCODE_KP_MEMADD = 211,
SCANCODE_KP_MEMSUBTRACT = 212,
SCANCODE_KP_MEMMULTIPLY = 213,
SCANCODE_KP_MEMDIVIDE = 214,
SCANCODE_KP_PLUSMINUS = 215,
SCANCODE_KP_CLEAR = 216,
SCANCODE_KP_CLEARENTRY = 217,
SCANCODE_KP_BINARY = 218,
SCANCODE_KP_OCTAL = 219,
SCANCODE_KP_DECIMAL = 220,
SCANCODE_KP_HEXADECIMAL = 221,
SCANCODE_LCTRL = 224,
SCANCODE_LSHIFT = 225,
SCANCODE_LALT = 226, /**< alt, option */
SCANCODE_LGUI = 227, /**< windows, command (apple), meta */
SCANCODE_RCTRL = 228,
SCANCODE_RSHIFT = 229,
SCANCODE_RALT = 230, /**< alt gr, option */
SCANCODE_RGUI = 231, /**< windows, command (apple), meta */
SCANCODE_MODE = 257, /**< I'm not sure if this is really not covered
* by any of the above, but since there's a
* special KMOD_MODE for it I'm adding it here
*/
/* @} *//* Usage page 0x07 */
/**
* \name Usage page 0x0C
*
* These values are mapped from usage page 0x0C (USB consumer page).
* See https://usb.org/sites/default/files/hut1_2.pdf
*
* There are way more keys in the spec than we can represent in the
* current scancode range, so pick the ones that commonly come up in
* real world usage.
*/
/* @{ */
SCANCODE_AUDIONEXT = 258,
SCANCODE_AUDIOPREV = 259,
SCANCODE_AUDIOSTOP = 260,
SCANCODE_AUDIOPLAY = 261,
SCANCODE_AUDIOMUTE = 262,
SCANCODE_MEDIASELECT = 263,
SCANCODE_WWW = 264, /**< AL Internet Browser */
SCANCODE_MAIL = 265,
SCANCODE_CALCULATOR = 266, /**< AL Calculator */
SCANCODE_COMPUTER = 267,
SCANCODE_AC_SEARCH = 268, /**< AC Search */
SCANCODE_AC_HOME = 269, /**< AC Home */
SCANCODE_AC_BACK = 270, /**< AC Back */
SCANCODE_AC_FORWARD = 271, /**< AC Forward */
SCANCODE_AC_STOP = 272, /**< AC Stop */
SCANCODE_AC_REFRESH = 273, /**< AC Refresh */
SCANCODE_AC_BOOKMARKS = 274, /**< AC Bookmarks */
/* @} *//* Usage page 0x0C */
/**
* \name Walther keys
*
* These are values that Christian Walther added (for mac keyboard?).
*/
/* @{ */
SCANCODE_BRIGHTNESSDOWN = 275,
SCANCODE_BRIGHTNESSUP = 276,
SCANCODE_DISPLAYSWITCH = 277, /**< display mirroring/dual display
switch, video mode switch */
SCANCODE_KBDILLUMTOGGLE = 278,
SCANCODE_KBDILLUMDOWN = 279,
SCANCODE_KBDILLUMUP = 280,
SCANCODE_EJECT = 281,
SCANCODE_SLEEP = 282, /**< SC System Sleep */
SCANCODE_APP1 = 283,
SCANCODE_APP2 = 284,
/* @} *//* Walther keys */
/**
* \name Usage page 0x0C (additional media keys)
*
* These values are mapped from usage page 0x0C (USB consumer page).
*/
/* @{ */
SCANCODE_AUDIOREWIND = 285,
SCANCODE_AUDIOFASTFORWARD = 286,
/* @} *//* Usage page 0x0C (additional media keys) */
/**
* \name Mobile keys
*
* These are values that are often used on mobile phones.
*/
/* @{ */
SCANCODE_SOFTLEFT = 287, /**< Usually situated below the display on phones and
used as a multi-function feature key for selecting
a software defined function shown on the bottom left
of the display. */
SCANCODE_SOFTRIGHT = 288, /**< Usually situated below the display on phones and
used as a multi-function feature key for selecting
a software defined function shown on the bottom right
of the display. */
SCANCODE_CALL = 289, /**< Used for accepting phone calls. */
SCANCODE_ENDCALL = 290, /**< Used for rejecting phone calls. */
/* @} *//* Mobile keys */
/* Add any other keys here. */
NUM_SCANCODES = 512 /**< not a key, just marks the number of scancodes
for array bounds */
} Scancode;
#endif

View File

@ -4,6 +4,7 @@
#include "twn_context.h"
#include "twn_textures_c.h"
#include "twn_audio_c.h"
#include "twn_input_c.h"
#include "twn_engine_api.h"
#include "rendering/twn_draw_c.h"
@ -18,6 +19,8 @@ typedef struct EngineContext {
/* user code facing context */
Context game;
InputState input;
/* the program's actual argc and argv */
int argc;
char **argv;
@ -64,6 +67,7 @@ typedef struct EngineContext {
bool was_successful;
} EngineContext;
/* TODO: does it need to be marked with TWN_API? */
TWN_API extern EngineContext ctx;
#endif

View File

@ -1,5 +1,6 @@
#include "twn_input_c.h"
#include "twn_util.h"
#include "twn_control.h"
#include "twn_engine_context_c.h"
#include <SDL2/SDL.h>
@ -38,7 +39,7 @@ static void update_action_pressed_state(InputState *input, Action *action) {
action->just_changed = !action->is_pressed;
action->is_pressed = true;
action->position.x = (float)input->mouse_window_position.x;
action->position.x = (float)input->mouse_window_position.x;
action->position.y = (float)input->mouse_window_position.y;
/* TODO: */
/*
@ -63,7 +64,7 @@ static void update_action_pressed_state(InputState *input, Action *action) {
static void input_bind_code_to_action(InputState *input,
char *action_name,
char const *action_name,
ButtonSource source,
union ButtonCode code)
{
@ -120,7 +121,7 @@ static void input_bind_code_to_action(InputState *input,
static void input_unbind_code_from_action(InputState *input,
char *action_name,
char const *action_name,
ButtonSource source,
union ButtonCode code)
{
@ -193,6 +194,9 @@ void input_state_update(InputState *input) {
SDL_GetRelativeMouseState(&input->mouse_relative_position.x,
&input->mouse_relative_position.y);
ctx.game.mouse_window_position = input->mouse_window_position;
ctx.game.mouse_relative_position = input->mouse_relative_position;
for (size_t i = 0; i < shlenu(input->action_hash); ++i) {
Action *action = &input->action_hash[i].value;
update_action_pressed_state(input, action);
@ -200,76 +204,82 @@ void input_state_update(InputState *input) {
}
void input_bind_action_scancode(InputState *input,
char *action_name,
Scancode scancode)
void input_bind_action_control(char const *action_name,
Control control)
{
input_bind_code_to_action(input,
action_name,
BUTTON_SOURCE_KEYBOARD_PHYSICAL,
(union ButtonCode) { .scancode = scancode });
}
SDL_assert_always(action_name);
void input_unbind_action_scancode(InputState *input,
char *action_name,
Scancode scancode)
{
input_unbind_code_from_action(input,
if (CONTROL_SCANCODE_START <= control && control < CONTROL_SCANCODE_LIMIT)
input_bind_code_to_action(&ctx.input,
action_name,
BUTTON_SOURCE_KEYBOARD_PHYSICAL,
(union ButtonCode) { .scancode = scancode });
}
(union ButtonCode) { .scancode = (SDL_Scancode)control });
void input_bind_action_mouse(InputState *input,
char *action_name,
uint8_t mouse_button)
{
input_bind_code_to_action(input,
action_name,
BUTTON_SOURCE_MOUSE,
(union ButtonCode) { .mouse_button = mouse_button});
}
void input_unbind_action_mouse(InputState *input,
char *action_name,
uint8_t mouse_button)
{
input_unbind_code_from_action(input,
else if (CONTROL_MOUSECODE_START <= control && control < CONTROL_MOUSECODE_LIMIT) {
uint8_t const mouse_button = (uint8_t)(control - CONTROL_MOUSECODE_START);
input_bind_code_to_action(&ctx.input,
action_name,
BUTTON_SOURCE_MOUSE,
(union ButtonCode) { .mouse_button = mouse_button});
(union ButtonCode) { .mouse_button = SDL_BUTTON(mouse_button)});
} else
log_warn("(%s) Invalid control value given: %i.", __func__, control);
}
void input_add_action(InputState *input, char *action_name) {
if (shgeti(input->action_hash, action_name) >= 0) {
void input_unbind_action_control(char const *action_name,
Control control)
{
SDL_assert_always(action_name);
if (CONTROL_SCANCODE_START <= control && control < CONTROL_SCANCODE_LIMIT)
input_unbind_code_from_action(&ctx.input,
action_name,
BUTTON_SOURCE_KEYBOARD_PHYSICAL,
(union ButtonCode) { .scancode = (SDL_Scancode)control });
else if (CONTROL_MOUSECODE_START <= control && control < CONTROL_MOUSECODE_LIMIT) {
uint8_t const mouse_button = (uint8_t)(control - CONTROL_MOUSECODE_START);
input_unbind_code_from_action(&ctx.input,
action_name,
BUTTON_SOURCE_MOUSE,
(union ButtonCode) { .mouse_button = SDL_BUTTON(mouse_button)});
} else
log_warn("(%s) Invalid control value given: %i.", __func__, control);
}
void input_add_action(char const *action_name) {
SDL_assert_always(action_name);
if (shgeti(ctx.input.action_hash, action_name) >= 0) {
log_warn("(%s) Action \"%s\" is already registered.", __func__, action_name);
return;
}
Action new_action = { 0 };
new_action.bindings = ccalloc(ctx.keybind_slots, sizeof *new_action.bindings);
shput(input->action_hash, action_name, new_action);
shput(ctx.input.action_hash, action_name, new_action);
}
void input_delete_action(InputState *input, char *action_name) {
ActionHashItem *action = shgetp_null(input->action_hash, action_name);
void input_delete_action(char const *action_name) {
SDL_assert_always(action_name);
ActionHashItem *action = shgetp_null(ctx.input.action_hash, action_name);
if (action == NULL) {
log_warn("(%s) Action \"%s\" is not registered.", __func__, action_name);
return;
}
SDL_free(action->value.bindings);
shdel(input->action_hash, action_name);
shdel(ctx.input.action_hash, action_name);
}
bool input_is_action_pressed(InputState *input, char *action_name) {
ActionHashItem *action = shgetp_null(input->action_hash, action_name);
bool input_is_action_pressed(char const *action_name) {
SDL_assert_always(action_name);
ActionHashItem *action = shgetp_null(ctx.input.action_hash, action_name);
if (action == NULL) {
log_warn("(%s) Action \"%s\" does not exist.", __func__, action_name);
return false;
@ -278,8 +288,10 @@ bool input_is_action_pressed(InputState *input, char *action_name) {
}
bool input_is_action_just_pressed(InputState *input, char *action_name) {
ActionHashItem *action = shgetp_null(input->action_hash, action_name);
bool input_is_action_just_pressed(char const *action_name) {
SDL_assert_always(action_name);
ActionHashItem *action = shgetp_null(ctx.input.action_hash, action_name);
if (action == NULL) {
log_warn("(%s) Action \"%s\" does not exist.", __func__, action_name);
return false;
@ -288,8 +300,10 @@ bool input_is_action_just_pressed(InputState *input, char *action_name) {
}
bool input_is_action_just_released(InputState *input, char *action_name) {
ActionHashItem *action = shgetp_null(input->action_hash, action_name);
bool input_is_action_just_released(char const *action_name) {
SDL_assert_always(action_name);
ActionHashItem *action = shgetp_null(ctx.input.action_hash, action_name);
if (action == NULL) {
log_warn("(%s) Action \"%s\" does not exist.", __func__, action_name);
return false;
@ -298,8 +312,10 @@ bool input_is_action_just_released(InputState *input, char *action_name) {
}
Vec2 input_get_action_position(InputState *input, char *action_name) {
ActionHashItem *action = shgetp_null(input->action_hash, action_name);
Vec2 input_get_action_position(char const *action_name) {
SDL_assert_always(action_name);
ActionHashItem *action = shgetp_null(ctx.input.action_hash, action_name);
if (action == NULL) {
log_warn("(%s) Action \"%s\" does not exist.", __func__, action_name);
return (Vec2) { 0 };
@ -309,15 +325,13 @@ Vec2 input_get_action_position(InputState *input, char *action_name) {
}
void input_set_mouse_captured(InputState *input, bool enabled) {
(void)input;
/* TODO: returns -1 if not supported, but like... do we care? */
SDL_SetRelativeMouseMode(enabled);
void input_set_mouse_captured(bool enabled) {
if (SDL_SetRelativeMouseMode(enabled) != 0)
log_warn("(%s) Mouse capture isn't supported.", __func__);
}
bool input_is_mouse_captured(InputState *input) {
(void)input;
bool input_is_mouse_captured(void) {
return SDL_GetRelativeMouseMode();
}

View File

@ -1,5 +1,5 @@
#ifndef INPUT_INTERNAL_API_H
#define INPUT_INTERNAL_API_H
#ifndef TWN_INPUT_C_H
#define TWN_INPUT_C_H
#include "twn_input.h"
#include "twn_vec.h"
@ -15,6 +15,15 @@ union ButtonCode {
};
typedef enum ButtonSource {
BUTTON_SOURCE_NOT_SET,
BUTTON_SOURCE_KEYBOARD_PHYSICAL,
BUTTON_SOURCE_KEYBOARD_CHARACTER,
BUTTON_SOURCE_GAMEPAD,
BUTTON_SOURCE_MOUSE,
} ButtonSource;
/* an input to which an action is bound */
/* it is not limited to literal buttons */
typedef struct Button {
@ -23,6 +32,45 @@ typedef struct Button {
} Button;
/* represents the collective state of a group of buttons */
/* that is, changes in the states of any of the bound buttons will affect it */
typedef struct Action {
size_t num_bindings;
/* if you bind more than the number set in the configuration file */
/* it forgets the first Button to add the new one at the end */
Button *bindings;
Vec2 position; /* set if applicable, e.g. mouse click */
bool is_pressed;
bool just_changed;
} Action;
typedef struct ActionHashItem {
char *key;
Action value;
} ActionHashItem;
typedef struct InputState {
const uint8_t *keyboard_state; /* array of booleans indexed by scancode */
ActionHashItem *action_hash;
Vec2i mouse_window_position;
Vec2i mouse_relative_position;
uint32_t mouse_state; /* SDL mouse button bitmask */
ButtonSource last_active_source;
bool is_anything_just_pressed;
bool mouse_captured;
} InputState;
void input_state_init(InputState *input);
void input_state_deinit(InputState *input);
void input_state_update(InputState *input);
void input_reset_state(InputState *input);
#endif

View File

@ -188,7 +188,7 @@ static void main_loop(void) {
poll_events();
input_state_update(&ctx.game.input);
input_state_update(&ctx.input);
game_object_tick();
@ -634,7 +634,7 @@ static bool initialize(void) {
ctx.keybind_slots = datum_keybind_slots.u.i;
}
}
input_state_init(&ctx.game.input);
input_state_init(&ctx.input);
/* scripting */
/*
@ -657,7 +657,7 @@ static void clean_up(void) {
scripting_deinit(ctx);
*/
input_state_deinit(&ctx.game.input);
input_state_deinit(&ctx.input);
text_cache_deinit(&ctx.text_cache);
textures_cache_deinit(&ctx.texture_cache);
@ -675,7 +675,7 @@ static void clean_up(void) {
static void reset_state(void) {
input_reset_state(&ctx.game.input);
input_reset_state(&ctx.input);
textures_reset_state();
}